Use -std=c++03 with GCC and clang
[platform/upstream/VK-GL-CTS.git] / modules / glshared / glsLongStressTestUtil.cpp
index 39af38e..8ef6821 100644 (file)
@@ -167,7 +167,7 @@ gls::ProgramContext ProgramLibrary::generateTextureContext (const int numTexture
        context.uniforms.push_back(gls::VarSpec("u_posTrans",           translationMat<4>(positionFactor-1.0f),         translationMat<4>(1.0f-positionFactor)));
 
        for (int i = 0; i < numTextures; i++)
-               context.textureSpecs.push_back(gls::TextureSpec(gls::TextureTestUtil::TEXTURETYPE_2D, 0,
+               context.textureSpecs.push_back(gls::TextureSpec(glu::TextureTestUtil::TEXTURETYPE_2D, 0,
                                                                                                                texWid, texHei, GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, true,
                                                                                                                GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT,
                                                                                                                Vec4(0.0f), Vec4(1.0f)));
@@ -235,7 +235,7 @@ gls::ProgramContext ProgramLibrary::generateBufferAndTextureContext (const int n
        {
                context.attributes.push_back(gls::VarSpec("a_texCoord" + de::toString(i), Vec2(0.0f), Vec2(1.0f)));
                context.uniforms.push_back(gls::VarSpec("u_sampler" + de::toString(i), i));
-               context.textureSpecs.push_back(gls::TextureSpec(gls::TextureTestUtil::TEXTURETYPE_2D, i,
+               context.textureSpecs.push_back(gls::TextureSpec(glu::TextureTestUtil::TEXTURETYPE_2D, i,
                                                                                                                texWid, texHei, GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, true,
                                                                                                                GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT,
                                                                                                                Vec4(0.0f), Vec4(1.0f / (float)numTextures)));
@@ -405,7 +405,7 @@ gls::ProgramContext ProgramLibrary::generateFragmentPointLightContext (const int
 
        context.uniforms.push_back(gls::VarSpec("u_sampler0${NS}", 0));
 
-       context.textureSpecs.push_back(gls::TextureSpec(gls::TextureTestUtil::TEXTURETYPE_2D, 0,
+       context.textureSpecs.push_back(gls::TextureSpec(glu::TextureTestUtil::TEXTURETYPE_2D, 0,
                                                                                                        texWid, texHei, GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA,
                                                                                                        true, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT,
                                                                                                        Vec4(0.0f), Vec4(1.0f)));
@@ -579,7 +579,7 @@ gls::ProgramContext ProgramLibrary::generateVertexUniformLoopLightContext (const
 
        context.uniforms.push_back              (gls::VarSpec("u_sampler0${NS}",                                                                        0));
 
-       context.textureSpecs.push_back  (gls::TextureSpec(gls::TextureTestUtil::TEXTURETYPE_2D, 0,
+       context.textureSpecs.push_back  (gls::TextureSpec(glu::TextureTestUtil::TEXTURETYPE_2D, 0,
                                                                                                          texWid, texHei, GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA,
                                                                                                          true, GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT,
                                                                                                          Vec4(0.0f), Vec4(1.0f)));